Thank you for your continued support of Beast of Reincarnation! The team is still planning and working on additional patches, but this is the game’s fifth patch, which includes:
- Ongoing improvements to cutscene playback and pacing:
- Increased the number of skippable event scenes and cutscenes.
- Select event scenes and cutscenes up to the Great Wall Terraces zone can now be skipped.
- Note: we are continuing to implement skippable cutscenes throughout the game and anticipate that this work will be complete soon.
- Adjusted dialogue pauses and cut lengths during certain event scenes to improve overall pacing.
- Note: we will continue to make adjustments to improve pacing moving forward.
- Adjusted playback conditions for certain event scenes and cutscenes.
- Note: due to these playback adjustments, players currently mid-playthrough may experience a very small number of event dialogue lines playing twice.
- Enabled Emma and Koo's alternative skins and cosmetic items to be visible during cutscenes.
- Increased the number of skippable event scenes and cutscenes.
- Made the options to disable Film Grain and Chromatic Aberration available on non-PC platforms.
- Made the option to disable Post-Processing in cutscenes available on non-PC platforms.
- Enabled the ability to reset skills tied to the flower nodes of the skill tree.
- Placed additional "Blighted Sprouts" that yield SP.
- Enemy attacks now cancel upon initiating revival via Regeneration.
- Enabled input buffering for aiming ranged weapons during various actions.
- Adjusted the power of Magic Bullet skills after they penetrate enemies.
- Adjusted various parameters for Blade Arts, Finishers, Nushi Skills, and ranged weapons.
- Adjusted attack patterns and attack frequencies for certain Nushi.
- Re-enabled acid pool generation exclusively for specific attacks from Corvus.
- Adjusted the placement of "Breakable Amber" nodes in select areas.
- Reorganized upscaling options (DLSS, etc.) to ensure appropriate default settings are applied based on the detected GPU.
- Miscellaneous bug fixes and technical improvements:
- Fixed an issue where Koo would detect items/objects that had already been interacted with or collected.
- Fixed an issue where the numerical value associated with Koo's Pounce Rate was not displayed.
- Fixed an issue where hitstun duration was increased when taking damage while aiming a ranged weapon.
- Fixed an issue where "Decayed Charms" were capped at a maximum of 99, causing identified charms to be automatically converted into money if they exceeded this limit after appraisal.
- Please note that for players who have already encountered this issue prior to this fix, we are unfortunately unable to restore the lost charms even after the patch is applied. We sincerely apologize for the inconvenience caused to those who inadvertently lost their charms. We deeply appreciate your understanding and cooperation in this matter.
- Fixed an issue in the Cloud Streaming version where tutorials failed to progress under specific conditions.
- Fixed an issue where certain event visual effects were cut off when using ultrawide resolutions.
- Fixed an issue where Shido's Iaido Strike failed to register hits in specific positions.
- Fixed an issue where specific event scenes unintentionally played twice.
- Fixed an issue where the quantity and sell price for Spirit Stones were incorrectly displayed.
- Fixed an issue where zooming in on empty space within the Map screen displayed a blank "Add Marker" window.
- Fixed an issue where status effects and build-up icons with identical effects were displayed simultaneously.
- Fixed areas where visible terrain features did not match invisible wall collision behavior.
Thanks again for playing, and for your patience as we continue releasing updates for Beast of Reincarnation! The team is still monitoring player feedback and bug reports, implementing additional fixes and adjustments, and planning for more updates in the future.
The following changes, among others, are planned for future updates and we’ll keep players informed as this work continues:
- Adding a new difficulty mode above Hard.
- Adding increased difficulty options for New Game+.
- Auto-pickup functionality for enemy item drops.
- Further increasing the number of skippable cinematics and cutscenes, as detailed above.
- Further adjustments to dialogue pauses and cut lengths during cinematics/event scenes.
- Further adjustments to water submersion hitboxes.
- Further adjustments to invisible wall collision.